Commit Graph

801 Commits

Author SHA1 Message Date
Mai 8a9d168775
Merge pull request #12477 from JosJuice/r8a-efb2tex
GameSettings: Don't force EFB to RAM for PokéPark Wii
2024-01-06 20:10:17 -05:00
Patrick Ferry a061678b31 Gameini: Disable "Immediately Present XFB" for Racquet Sports
This was causing the game to output thousands of FPS during the loading screen when it would run uncapped if Immediately Present XFB was enabled.

Please see Redmine 13447 for reference.
2024-01-03 20:32:11 +00:00
JosJuice d423ddc275 GameSettings: Don't force EFB to RAM for PokéPark Wii
This is another one of those games that has an optional screenshot
feature where the images end up all black if you have Store EFB Copies
to Texture Only turned on. Like for other such games, let's not force
Store EFB Copies to Texture Only off, since it's a large performance
impact for a feature most players won't use.

There's one wrinkle here. As part of teaching the player how to take
screenshots, the game forces the player to take a screenshot before it
lets them progress in the story. However, the game doesn't care what's
in the screenshot, so you can progress just fine even if Store EFB
Copies to Texture Only is turned on. I personally tested it.
2024-01-03 21:26:49 +01:00
Admiral H. Curtiss 3ba333fd34
Merge pull request #12434 from Filoppi/fix_sharp_bilinear
Fix sharp bilinear using ceil instead of floor
2023-12-27 21:53:15 +01:00
Filoppi 315992f254 Fix sharp bilinear using ceil instead of floor 2023-12-18 01:43:25 +02:00
Tillmann Karras dcc674febd GameSettings: fix C4 texture tiling in Crash Nitro Kart
For buttons and some character icons the game loads palleted PNGs and
tiles the pallet indices directly into C4 textures but fails to take
into account that PNG and C4 use opposite nibble orders. This causes
adjacent pixel columns to be swapped, see issue 13370.

Also disable Immediate XFB for the Japanese release. It has the same
black screen and flickering issues as the other regions.
2023-12-17 15:50:05 +00:00
Tilka 773ffd04b8
Merge pull request #11497 from vyuuui/debugger_assembler_ui
Built-in assembler for debugger interface
2023-12-16 21:15:31 +00:00
vyuuui 0905ffd043 Add icons for assembler widget 2023-12-13 05:32:41 -08:00
Mai bf415f9b54
Merge pull request #12350 from PatrickFerry/add_accurate_nans_game
Gameini: Enable AccurateNaNs for "Jeep Thrills"
2023-12-05 01:35:00 -05:00
Sketch b1759477f3 Data: Correct wc24recv.ctl file 2023-12-03 21:07:12 -05:00
Patrick Ferry f47ac24170 Gameini: Enable AccurateNaNs for "Jeep Thrills" 2023-12-03 16:57:13 +00:00
Tillmann Karras d12642b392 GameSettings: add patch to disable interlacing in Black & Bruised 2023-11-29 23:59:33 +00:00
Tillmann Karras 4d346f29eb GameSettings: add patch to disable blur in Tony Hawk's Downhill Jam
This is a fullscreen blur that looks bad at higher internal resolutions.
The offset happens to work out for both the NTSC and the PAL release.
2023-11-28 01:15:37 +00:00
Tillmann Karras 921d4f1e60 GameSettings: port Gormiti black screen fix to PAL version
Same workaround as @Pokechu22's NTSC version
(8316c7af99).
2023-11-24 19:21:40 +00:00
Admiral H. Curtiss 6309aa0010
Merge pull request #12175 from Sam-Belliveau/correct-area-sampling
Corrected Area Sampling Range
2023-11-15 01:49:45 +01:00
Admiral H. Curtiss 3975d5e923
Merge pull request #12176 from Filoppi/patch-22
Make AutoHDR work with color luminance instead of average
2023-11-14 19:53:35 +01:00
Sam Belliveau 7894b40111
Fix inner area sampling loop from going beyond bounds 2023-11-14 12:05:12 -05:00
Pokechu22 c0f4825a97 Disable Store EFB Copies to Texture Only for Mystery Case Files: The Malgrave Incident
See https://bugs.dolphin-emu.org/issues/13356. Testing there determined that forcing a specific value for SafeTextureCacheColorSamples is not needed.
2023-09-20 13:39:58 -07:00
Filippo Tarpini 84c8eb5a01
Make AutoHDR work with color luminance instead of average
This gives more consistent results.
My main ReShade has also been updated with the same change: https://github.com/Filoppi/PumboAutoHDR
2023-09-09 18:12:47 +03:00
Sketch fdaa82f96d Add Everybody Votes Channel and Region Select to WiiLink config 2023-09-03 15:56:02 -04:00
Sam Belliveau d4f8c1b2bd fixed area sampling 2023-08-21 14:20:44 -04:00
Admiral H. Curtiss b3faca5be9
Merge pull request #12113 from Seedonator/master
Dragon Ball Z: Budokai Tenkaichi 3 - Graphics Mod Bloom and HUD Definitions
2023-08-18 21:27:43 +02:00
Admiral H. Curtiss 4ba2724489
Merge pull request #12071 from JosJuice/gametdb-update
Update GameTDB files
2023-08-18 21:27:33 +02:00
Seedonator 5dc01e6107
Dragon Ball Z: Budokai Tenkaichi 3 - Graphics Mod Bloom and HUD Definitions 2023-08-18 21:08:16 +02:00
Filoppi fc3f7866f8 Video: Fix area/box resampling shifting the output by about one pixel when upscaling and downscaling 2023-08-18 02:00:56 +03:00
Sam Belliveau 39d96a21a8 Video: Improved Tooltips & Bicubic (#5)
Edited by Filoppi
2023-08-18 02:00:56 +03:00
Sam Belliveau ca93a5191f Video: Added Box Resampling
Edited by Filoppi
2023-08-18 02:00:56 +03:00
Filoppi 2edf81cdb0 Video: implement output resampling (upscaling/downscaling) methods 2023-08-18 02:00:55 +03:00
Admiral H. Curtiss 1854ff0142
Merge pull request #12003 from Filoppi/auto_hdr
Add AutoHDR post process shader
2023-08-18 00:20:08 +02:00
JosJuice e3453ea23d Update GameTDB files 2023-07-27 19:45:52 +02:00
Sketch 84e8516341
Add Forecast Channel buffer patch 2023-07-19 18:30:40 -04:00
Martino Fontana b086051de6 Add Bloom Definitions for Skylanders: Spyro's Adventure 2023-06-30 22:02:54 +02:00
JMC47 7a2352f90c
Merge pull request #11998 from JosJuice/hat
GameSettings: Restore HAT.ini
2023-06-29 13:08:22 -04:00
Filoppi a924483dc5 Add AutoHDR post process shader 2023-06-29 14:24:27 +03:00
TellowKrinkle 6ac20aea81 Video: Fix shaders on OpenGL 4.1 2023-06-28 01:08:08 -05:00
JosJuice 984ffe65a8 GameSettings: Restore HAT.ini
We only use six-character INIs for settings that have to be set on a
per-version basis.
2023-06-26 17:45:43 +02:00
Admiral H. Curtiss 3a8e7de214
Merge pull request #11903 from noahpistilli/wiilink
IOS/KD: Add WiiLink as WC24 service provider by default
2023-06-26 02:27:47 +02:00
Sketch f9f8e94e30 Add default support for WiiLink + configuration 2023-06-25 14:57:15 -04:00
Filoppi a2702c6e27 Video: implement color correction to match the NTSC and PAL color spaces (and gamma) that GC and Wii targeted.
To further increase the accuracy of the post process phase, I've added (scRGB) HDR support, which is necessary
to fully display the PAL and NTSC-J color spaces, and also to improve the quality of post process texture samplings and
do them in linear space instead of gamma space (which is very important when playing at low resolutions).
For SDR, the quality is also slightly increased, at least if any post process runs, as the buffer is now
R10G10B10A2 (on Vulkan, DX11 and DX12) if supported; previously it was R8G8B8A8 but the alpha bits were wasted.

Gamma correction is arguably the most important thing as Dolphin on Windows outputted in "sRGB" (implicitly)
as that's what Windows expects by default, though sRGB gamma is very different from the gamma commonly used
by video standards dating to the pre HDR era (roughly gamma 2.35).

Additionally, the addition of HDR support (which is pretty straight forward and minimal), added support for
our own custom AutoHDR shaders, which would allow us to achieve decent looking HDR in Dolphin games without
having to use SpecialK or Windows 11 AutoHDR. Both of which don't necessarily play nice with older games
with strongly different and simpler lighting. HDR should also be supported in Linux.
Development of my own AutoHDR shader is almost complete and will come next.

This has been carefully tested and there should be no regression in any of the different features that Dolphin
offers, like multisampling, stereo rendering, other post processes, etc etc.

Fixes: https://bugs.dolphin-emu.org/issues/8941

Co-authored-by: EndlesslyFlowering <EndlesslyFlowering@protonmail.com>
Co-authored-by: Dogway <lin_ares@hotmail.com>
2023-06-19 01:34:42 +03:00
InfoManiac742 8e68696d7a
Fix white bars in Ice Age 2: The Meltdown (GC)
Defer EFB Copies to RAM is necessary in order to avoid white bars obscuring the screen: see https://wiki.dolphin-emu.org/index.php?title=Ice_Age_2:_The_Meltdown_(GC)#White_Bars
2023-06-13 11:41:59 -10:00
Notexe 6a0a11c0b3 Data: Add missing Super Mario Sunshine goop map texture to graphics mod 2023-06-08 20:00:07 +10:00
JMC47 426dffe789
Merge pull request #11865 from garlic-os/master
WALL•E - Use 'Safe' Texture Cache Accuracy
2023-06-02 15:11:28 -04:00
Filippo Tarpini 79120e0d33
Video: Fix lens_distortion post process shader not compiling
`any()` failed to build on my machine, but it doesn't seem to be necessary
2023-06-01 20:32:16 +02:00
Nate Kean 9ddd692309
Use 'Safe' Texture Cache Accuracy
Prevents missing characters in text in menus
2023-05-30 15:09:56 -05:00
Admiral H. Curtiss 3905288465
Merge pull request #11816 from MarioPartyNetplay/gmpe01-fixes
Update Mario Party 4 cheats
2023-05-19 19:28:10 +02:00
Admiral H. Curtiss 2e9b7f1192
Merge pull request #11817 from Pokechu22/solitaire-and-mahjong-bounding-box
GameINI: Enable bounding box for "Solitaire & Mahjong"
2023-05-07 19:16:38 +02:00
CasualPokePlayer a64657c1e9 Add CPUCull to Pokemon Colosseum and Pokemon XD inis.
These games seem to constantly have unused vertices, and this is worst shown in the Shadow Pokemon purification cutscene. The Shadow Pokemon purification cutscene is even worse on XD with forced single core mode, as instead of having FPS dropping with VPS staying 60ish, it will drop both, resulting in audio stuttering. Turning on CPUCall seems to have a 7/8 reduction of draw calls for that cutscene (~800 -> ~100), doubling performance. Many other areas of the game seem to benefit from this setting too, having some kind of performance boost.
2023-05-06 22:54:15 -07:00
Pokechu22 749c51978d GameINI: Enable bounding box for "Solitaire & Mahjong"
See https://bugs.dolphin-emu.org/issues/13248. This is needed for the menus to work properly (not run at 1FPS and render incorrectly). Additionally, immediate XFB causes flickering.
2023-05-06 18:09:30 -07:00
Nayla bd62e9fc5d
Update GMPE01.ini 2023-05-05 20:06:43 -04:00
Shawn Hoffman 51e528e45f DolphinQt: cache icons instead of single pixmaps
Fixes dynamically changing dpi scaling.
Load resources from svg if possible.
Currently svg support is not in Qt build in Externals,
and image files need to be added later.
2023-04-25 12:34:27 -07:00